Professional Documents
Culture Documents
Abilities: Name: Parents: Stock: Mentor: Class: Friend: Age: Enemy: Home: Level: Raiment: Alignment: Belief
Abilities: Name: Parents: Stock: Mentor: Class: Friend: Age: Enemy: Home: Level: Raiment: Alignment: Belief
P= Pass; successful tests Advancement requires: Passed tests equal to the skill rank and failed tests equal to one
© 2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com F= Fail; failed tests. less than the rank. Learning a new skill requires: tests equal to untaxed Nature rank.
Inventory Torso
Worn cloak
Backpack/Satchel
Backpack: Torso/Worn 2. Factor
Large Sack
Requires two hands to carry full
Camp
for Dungeoneer and Fighter. or one space when empty
Camp Procedure
Head Worn Backpack
Satchel: Torso/Worn 1 Find appropriate place to rest To make a test in camp, spend a check: test
Spellbook
Backpack/Satchel Use Survivalist skill to set up camp (optional to recover, reequip, create scrolls, gather
Worn
Worn (Backpack) in adventure phase) supplies, but not adventure
(Spellbook)
Backpack/Satchel Roll on Camp Events table Each player spends a check. You cannot
Neck Belt rations (p/3)
Backpack/Satchel
Apply Camp Events result. If disaster, spend two in a row
return to adventure phase Checks may be shared (or tossed!)
Worn Pouch Candles (4) Backpack
Spell OnlyWA
supplies Strategize: discuss conditions, checks, light After checks are expended, start new
sources and food adventure phase at turn count 1
Weapon dagger
Hands Backpack
Spell OnlyToA
supplies
Worn
Worn
Skin
Wine
Contents Full
X
Backpack
Small sack Only
(2) Town Lifestyle Rumors and Leads
Small Sack Small Sack
Carried Feet
Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3) Market: Buy (0), Sell (0)
Carried Worn
Street: Free! Roll on events table. Guild Hall: Use Facilities (1), Hire Apprentice (1),
Stables: Recover (1), Hide out! (0) Find Work (1)
Armor Rules Flophouse: Recover (1), +1 additional recovery Temple: Religious Services (0), Pray at Shrine (1)
Armor grants -1s against successful or tied Attack or Feint actions. Helmet: After use, helmet is damaged or lost.
Inn: Recover (2), +1-2 additional recovery Other Activity: Haggle (1), Personal Business (1),
Armor benefits kill, drive off and capture conflicts only. Chain-type Armor: roll a D6: 1-3 Armor damaged and doesn’t provide further
Hotel: Recover (3), +1-2 additional recovery Dig for Leads (1), Do Research (1), Other (1)
Note Fatigue and Recovery Factors for armor on reverse. benefit. On a 4+ the armor is still useable.
Leather Armor: roll a D6. On a 4+, you reduce the thrust. On 1-3 your Plate Armor: roll a D6: On a 1-2, the armor is damaged or destroyed. On a 3+,
the armor is still useable. Against maces or warhammers, plate is still serviceable
Town Procedure
opponent attacks unhindered, but your armor is not damaged. You may
on a roll of 4+, and damaged on a 1-3. Head to town Determine accomodations
use this effect once per fight. Spears, bolts and arrows bypass effect.
Spend remaining checks to recover Make recovery tests according to
Your traveling spell book can hold up to five spell levels (five First Circle spells, or one Fifth Circle spell, or one Second Circle spell and one Third Circle spell, etc.)
Spell Name:Thread of Friendship
Mem: Spell Name: Wisdom of sages Mem: X Spell Name:Wizard’s Aegis Mem: Spell Name: Mem: Spell Name: Mem:
Spell Rules: Read and speak
Charm another Magical defense
languages for 1 Turn
This spell causes a versus test between Wisdom of the Sages Factors Substitute Arcanist skill for Defend skill
the target’s Will (or Nature for monsters) Language Group: Similar to known in kill, capture or drive off confl ict.
and the caster’s Arcanist skill. -1s penalty language, far removed from known
for each rank by which the target’s Might language, archaic language or dead
exceeds that of the caster. language, arcane language